I run a custom Dragon Highlander Mage deck (rank 8 last cycle).
Many times vs. Priest I have fought and cleared my way through several resurrections and death rattle shenanigan cycles, building and rebuilding my board up enough to do some real face damage, only to lose late game with that just that one more cycle I can't quite handle or an instant army of 1/1s that decimate my board with their death rattles.
Many times vs. Shaman I have fought and cleared my way through several Dragon Packs and Galakrond shenanigans, building and rebuilding my board up enough to do some real face damage, only to lose late game to Shudderwok, which I have nothing left to counter.
Is it perfect, no. It won't help vs. aggro, early round survival solutions to that must be found elsewhere. If you do get the chance to play it, you clear the board yes, but it takes all your mana to do so and your opponent gets to start rebuilding first.
The unknown hero power update could be good. Mage's 1 damage hero power is almost useless by round 10. Looking at what Mage does commonly and would be of more use late game, perhaps the new power will be like a Frostbolt or Tomb of Intellect (though likely not this as it has been done already with the Quest). Perhaps it will be related to the cards Reno makes go *Poof!*, though imho bringing stuff back from anywhere seems weird for Mage. Plus, apparently even Reno doesn't know where they go. On the way too powerful side, can you imagine if it was something like Conjurer's Calling or Silence? But it is Reno, so perhaps we should look to effects Reno has had in the past. Could this be where Mage gets some Hero healing back? Perhaps 'Do 2 damage, restore 2 health to your hero'.
Regardless of what the hero power is, this card is 100% going in my deck.
Why would you wait until it the board was full? Seems very unlogical. You can of course do that if you are desperate, but mage has plenty of good AEO. A full board would delute your Discover pool with weak impact cards. You would use it when there are few high value minions on board, or even one high value minion and the two others don't really matter. Since discover pool is always 3 minions, you would want to pick the same minion every turn. Of course the perfect outcome is a combo of 1 high value and 2 flexible tech minions on board.
That's exactly my point. Either you're waiting for an "optimal" board to clear or the hero power would do absolutely nothing if you cast it on an empty board? Seems extremely doubtful they'd design it that way. Something like cast a random spell with random targets or something along those lines seems much more in line with what they've been pushing for mage.
2 mana summon a poofed is broken and also uninspired. We are convinced the hero power does something with the fact you made minions dissapear because the wording is unique. Also the fact they are not revealing it yet seems to suggest there is going to be some really cool interaction and they are teasing us.
If this is so it may be a very big effect we are not going to anticipate (hope)
His hero power is a passive one. It casts a random spell at random targets, at the start of your turn.
It's such a garbage hero power. Hope you like having draw spells being played when you don't want them or having your minions/face being targeted by frost bolts, fireballs, and what have you. What a lame hero power
His hero power is a passive one. It casts a random spell at random targets, at the start of your turn.
It's such a garbage hero power. Hope you like having draw spells being played when you don't want them or having your minions/face being targeted by frost bolts, fireballs, and what have you. What a lame hero power
Still good enough for standard, I guess you just don't use HP if you are ahead. Use it for the board clear, it's like a better twisting nether for 10 mana vs. 8 that also gives you 5 armor. Not sure if itll be played in wild, as it conflicts with the DK hero that makes 3/6 water elements.
His hero power is a passive one. It casts a random spell at random targets, at the start of your turn.
It's such a garbage hero power. Hope you like having draw spells being played when you don't want them or having your minions/face being targeted by frost bolts, fireballs, and what have you. What a lame hero power
Still good enough for standard, I guess you just don't use HP if you are ahead. Use it for the board clear, it's like a better twisting nether for 10 mana vs. 8 that also gives you 5 armor. Not sure if itll be played in wild, as it conflicts with the DK hero that makes 3/6 water elements.
You don't control the hero power. It just happens.
His hero power is a passive one. It casts a random spell at random targets, at the start of your turn.
It's such a garbage hero power. Hope you like having draw spells being played when you don't want them or having your minions/face being targeted by frost bolts, fireballs, and what have you. What a lame hero power
Still good enough for standard, I guess you just don't use HP if you are ahead. Use it for the board clear, it's like a better twisting nether for 10 mana vs. 8 that also gives you 5 armor. Not sure if itll be played in wild, as it conflicts with the DK hero that makes 3/6 water elements.
You don't control the hero power. It just happens.
Oh than I am going to change my vote to "playable" as the HP can screw you over by clearing your own board when ahead. Will probably see no play in wild and maybe a little play in standard.
That heropower is probably really bad at the moment, but everytime Blizzard prints another power of creation/ minion spawn spell it goes massively up in lategame value.
Unfourtunately those lategame " I always get a bit more value than my opponent can handle " , strategy’s are not reliable enough( see quest Paladin) since others are simply better than Mage vs aggro ( usually Warrior) , or there is always that one deck wich cycles way faster and one shots you .
I run a custom Dragon Highlander Mage deck (rank 8 last cycle).
Many times vs. Priest I have fought and cleared my way through several resurrections and death rattle shenanigan cycles, building and rebuilding my board up enough to do some real face damage, only to lose late game with that just that one more cycle I can't quite handle or an instant army of 1/1s that decimate my board with their death rattles.
Many times vs. Shaman I have fought and cleared my way through several Dragon Packs and Galakrond shenanigans, building and rebuilding my board up enough to do some real face damage, only to lose late game to Shudderwok, which I have nothing left to counter.
Is it perfect, no. It won't help vs. aggro, early round survival solutions to that must be found elsewhere. If you do get the chance to play it, you clear the board yes, but it takes all your mana to do so and your opponent gets to start rebuilding first.
The unknown hero power update could be good. Mage's 1 damage hero power is almost useless by round 10. Looking at what Mage does commonly and would be of more use late game, perhaps the new power will be like a Frostbolt or Tomb of Intellect (though likely not this as it has been done already with the Quest). Perhaps it will be related to the cards Reno makes go *Poof!*, though imho bringing stuff back from anywhere seems weird for Mage. Plus, apparently even Reno doesn't know where they go. On the way too powerful side, can you imagine if it was something like Conjurer's Calling or Silence? But it is Reno, so perhaps we should look to effects Reno has had in the past. Could this be where Mage gets some Hero healing back? Perhaps 'Do 2 damage, restore 2 health to your hero'.
Regardless of what the hero power is, this card is 100% going in my deck.
That's exactly my point. Either you're waiting for an "optimal" board to clear or the hero power would do absolutely nothing if you cast it on an empty board? Seems extremely doubtful they'd design it that way. Something like cast a random spell with random targets or something along those lines seems much more in line with what they've been pushing for mage.
I think the hero power will be:
2 manas summon a random minion was "poofed".
In wild? gtfo
2 mana summon a poofed is broken and also uninspired. We are convinced the hero power does something with the fact you made minions dissapear because the wording is unique. Also the fact they are not revealing it yet seems to suggest there is going to be some really cool interaction and they are teasing us.
If this is so it may be a very big effect we are not going to anticipate (hope)
2 mana summon a 1/1 copy of poofed minion or even add it to your hand could be interesting.
But since Reno doesn't know where they go, I doubt he can bring the back.
Passive Hero Power. At the start of your turn, cast a random spell.
revealed reddit
via reddit:
if that is true. His battle cry is amazing, making this card, close to Meta-defining!, basicly killing all resurrect shenanigans
edit:
tbh i cant confirm the source, so not sure if it is true or just some kind of trolling.
Passive hero power severely hurts this card. With my luck to RNG I can already predict me playing card just to get lethal with pyro ... in my face.
His hero power is a passive one. It casts a random spell at random targets, at the start of your turn.
It's such a garbage hero power. Hope you like having draw spells being played when you don't want them or having your minions/face being targeted by frost bolts, fireballs, and what have you. What a lame hero power
I heard from a reliable source within Team 5 that Reno will be getting the Dinomancy hero power.
https://www.reddit.com/r/hearthstone/comments/emdh2d/new_mage_hero_card_the_amazing_reno/fdsafll/
I guess my reliable source was trolling me.
Still good enough for standard, I guess you just don't use HP if you are ahead. Use it for the board clear, it's like a better twisting nether for 10 mana vs. 8 that also gives you 5 armor. Not sure if itll be played in wild, as it conflicts with the DK hero that makes 3/6 water elements.
You don't control the hero power. It just happens.
Oh than I am going to change my vote to "playable" as the HP can screw you over by clearing your own board when ahead. Will probably see no play in wild and maybe a little play in standard.
That heropower is probably really bad at the moment, but everytime Blizzard prints another power of creation/ minion spawn spell it goes massively up in lategame value.
Unfourtunately those lategame " I always get a bit more value than my opponent can handle " , strategy’s are not reliable enough( see quest Paladin) since others are simply better than Mage vs aggro ( usually Warrior) , or there is always that one deck wich cycles way faster and one shots you .
a harder board clear than Plague of Death and a RNG hero power, what could possibly go wrong
WAIT ISNT THAT ADVENTURE ONLY? ITS GONNA BE ADDED TO THE GAME? HOLY MOTHER OF MURLOCS! OP. SPELLS ONLY GAME IS ALWAYS IN FAVOR OF REZ PRIEST OR MAGE!
guys are u blind? its ALL MINIONS DISAPPEAR IN DECK ENEMY BOARD YOUR DECK AND BOARD, B R O K E N
another monkas card
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